Searched refs:pendingRelease (Results 1 – 6 of 6) sorted by relevance
228 status_t EGLConsumer::updateAndReleaseLocked(const BufferItem& item, PendingRelease* pendingRelease, in updateAndReleaseLocked() argument287 if (pendingRelease == nullptr) { in updateAndReleaseLocked()299 pendingRelease->currentTexture = st.mCurrentTexture; in updateAndReleaseLocked()300 pendingRelease->graphicBuffer = mCurrentTextureImage->graphicBuffer(); in updateAndReleaseLocked()301 pendingRelease->display = mEglDisplay; in updateAndReleaseLocked()302 pendingRelease->fence = mEglSlots[st.mCurrentTexture].mEglFence; in updateAndReleaseLocked()303 pendingRelease->isPending = true; in updateAndReleaseLocked()
235 PendingRelease* pendingRelease) { in updateAndReleaseLocked() argument258 if (pendingRelease == nullptr) { in updateAndReleaseLocked()268 pendingRelease->currentTexture = mCurrentTexture; in updateAndReleaseLocked()269 pendingRelease->graphicBuffer = mCurrentTextureBuffer->graphicBuffer(); in updateAndReleaseLocked()270 pendingRelease->isPending = true; in updateAndReleaseLocked()
215 PendingRelease* pendingRelease = nullptr)
357 PendingRelease* pendingRelease) in updateAndReleaseLocked() argument419 if (pendingRelease == nullptr) { in updateAndReleaseLocked()430 pendingRelease->currentTexture = mCurrentTexture; in updateAndReleaseLocked()431 pendingRelease->graphicBuffer = in updateAndReleaseLocked()433 pendingRelease->display = mEglDisplay; in updateAndReleaseLocked()434 pendingRelease->fence = mEglSlots[mCurrentTexture].mEglFence; in updateAndReleaseLocked()435 pendingRelease->isPending = true; in updateAndReleaseLocked()
138 status_t updateAndReleaseLocked(const BufferItem& item, PendingRelease* pendingRelease,
280 PendingRelease* pendingRelease = nullptr);